#avatar-help

1 messages · Page 154 of 1

spark walrus
#

yeah figured it out

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do i need a specific blender version?

balmy barn
#

vrm converter in unity = 💩

spark walrus
#

i crash out on the vrm converter

gusty meteor
#

I have blender 4.5.0 and it works well, you just need the appropriate plugin versions

balmy barn
#

id use blender 4.2 + 4.2.x.x cats , then its a few clicks and your visemes / optimized easy - questies need to do the knife tool alot since they like using cutout materials

gusty meteor
#

4.2 should be more stable yeah

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but 4.5 worked fine for me

#

You chose

spark walrus
gusty meteor
#

Sure

spark walrus
#

or 45

somber sequoia
#

I haven't noticed anything wrong with 4.5 yet, but I also don't use cats.

gusty meteor
#

You can go 4.2 just to be sure, you don't miss on a lot

balmy barn
#

havnt tested my plugins wich might hate newer versions

gusty meteor
#

4.5 is still on alpha just like cats for 4.5

spark walrus
#

do i just drag and drop both plug ins?

#

or how do i do it with the cat one

gusty meteor
#

First link you can with the blue button, second one :

  • download .zip
  • don't unzip it
  • in blender go into Edit > Preferences
  • Add-ones
  • Top right down arrow > install from disk
  • Pick the .zip file
spark walrus
#

did

#

now what

#

do i just drag and drop teh vrm?

gusty meteor
#

Restart blender, press N

spark walrus
#

aight

#

did

#

now what do i do

gusty meteor
#

CATS > Quick Access > Import Model

#

Then you should look at a tutorial for the next steps about optimizations and fixes. Eliot Lynx did an up to date one but I recommend using more than one source to gather more info

spark walrus
#

CATS? there is no CATS when i press N only transform

gusty meteor
#

N should open this

#

You can open it with your mouse too

spark walrus
#

oh yeah did

#

now what

#

do i just press file and import VRM?

gusty meteor
spark walrus
#

here right?

gusty meteor
#

Yeah

spark walrus
#

and then i just click import model right?

gusty meteor
#

Yesssss

spark walrus
#

alright model is now showing up

#

do i need to do something specific now?

balmy barn
#

getting old, so might look abit different now - click things in cats ratl some other youtube vids out there

#

generate visemes , rotate eyebones , atlas ( depends on what you want to do but can always seperate that later ) , export to unity

spark walrus
gusty meteor
#

Some other optional fixes are :

  • Straightening shoulder bones and/or half their size to avoid saggy shoulders
  • Spread the legs a little bit to avoid the pp pose
  • Lower and straighten the foot bones to avoid kinda floating
  • Export without "Add Leaf Bones" in "Armature"
wintry ledge
#

i added a plushie asset and i think it broke my shaders?? the body and wings became much darker,how to fix?? i checked which shaders are picked and all are the same

dawn wharf
spark walrus
#

my head is exploding rn

dawn wharf
#

I have no fear

mmd

One fear

spark walrus
dawn wharf
#

Vrm?

spark walrus
#

because all fckin youtube pple yapp about "drag and drop in blender" andf me be like "IF YOU MAKE A TUTORIAL THEN SAY POSSIBLE FIXES FOR PROBLEMS"

spark walrus
dawn wharf
#

AHHH

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I see

spark walrus
#

im cryng

dawn wharf
#

Vroid is tricky and something I never touch

spark walrus
dawn wharf
#

Sometimes...

spark walrus
#

payng money for digital stuff

dawn wharf
#

It's artwork but you know

spark walrus
#

i personally would never do that

dawn wharf
#

You don't consider digital media ; artwork?

balmy barn
#

work with models awhile you will know why they cost, this is hour/weeks/months of work sometime

spark walrus
balmy barn
#

longest ive spend was 3 weeks on one, and if i were to get paid thats about 5000$~

dawn wharf
wintry ledge
spark walrus
#

do i need to do smthn here?

dawn wharf
dawn wharf
spark walrus
#

guys where do i get an prefab file from?

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unity says i need one

dawn wharf
wintry ledge
somber sequoia
wintry ledge
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why does the mask affect it and why did it change?? istg unity..

spark walrus
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and selected the first vrm file

somber sequoia
#

why are you importing a vrm into Unity?

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convert that to fbx via blender.

spark walrus
spark walrus
somber sequoia
#

there was just discussion about this

dawn wharf
#

LOL

spark walrus
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(srry for dumb question im extremely new to that)

spark walrus
somber sequoia
#

there's a vrm importer plugin for blender, do that, fixup the model (the internet has tutorials), export fbx into unity.

spark walrus
dawn wharf
#

Patience is key with tutorials

spark walrus
#

unity is bs

spark walrus
#

already

somber sequoia
#

good

spark walrus
#

what now

somber sequoia
#

points at "the internet has tutorials"

spark walrus
somber sequoia
#

Yes, but I can't hold your hand and walk you through this.

balmy barn
#

time to watch ~ hours of tutorials when you get it to unity - few want to go through every step

somber sequoia
#

I can make suggestions though.

spark walrus
dawn wharf
spark walrus
dawn wharf
#

This is how models are imported into vrchat!

somber sequoia
#

(again, don't go this way)

spark walrus
dawn wharf
somber sequoia
somber sequoia
#

good, don't

#

so if you are trying to put a vrm into unity without that, it won't work.

somber sequoia
#

Again, go from vroid to blender to unity.

spark walrus
#

this is my list

dawn wharf
somber sequoia
#

ah you do have a VRM thingy.

spark walrus
#

and it still doesnt recognises the VRM model

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do i do anything wrong?

somber sequoia
#

Again, we do not suggest doing that, we suggest importing the vrm into blender and exporting a fbx from there into Unity.

spark walrus
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ah ok so i export the vrm model into an fbx and THEN importing the fbx?

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alright i exported into an FBX file now

spark walrus
somber sequoia
#

there are many tutorials for this next part, and I personally don't drag and drop, so uhh.. I guess?

spark walrus
#

how do you do it then instead of drag and dropping?

somber sequoia
#

I save the file from blender where I want it, or I move/copy via command prompt (I'm a Linux user)

spark walrus
somber sequoia
#

weird.

spark walrus
#

command prompt?

somber sequoia
#

command shell? terminal?

spark walrus
#

?

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im confused af

somber sequoia
#

nevermind, it's not relevant to you

spark walrus
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prolly linux feature

somber sequoia
#

windows too, but nothing to do with avatar help anyway.

spark walrus
#

my head hurts of so much complicated stuff

#

im so stuck with this shi

fierce thunder
#

the fire isnt working ingame, anyone knows how to fix?

somber sequoia
fierce thunder
#

@somber sequoia

spark walrus
#

is it normal that everything is white ?

night ember
#

why do you have 15 materials

somber sequoia
# fierce thunder

right but what turns it on? some toggle? animation layer? explain how this works.

spark walrus
fierce thunder
#

its a normal bool on off toggle

night ember
#

are you trying to look at it through the mirror or something

somber sequoia
#

ooh good question

somber sequoia
#

yeah by default particle renders are front only, so you won't see it in a mirror

night ember
#

your particles arent double sided

fierce thunder
#

ah okay

spark walrus
#

how do i fix all white ?

night ember
#

have you considered using the camera to look

night ember
spark walrus
night ember
#

then just apply the textures onto the materials?

spark walrus
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and vrm files dont work smh

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by me when i try to drop em into unity

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it says i need an prefab file

somber sequoia
#

not sure why you are still using a vrm file, but show us that error

night ember
#

where did you even get the avatar

fierce thunder
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figured it out

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thx for the help

spark walrus
night ember
#

you need it to be an fbx not vrm

spark walrus
#

myself

spark walrus
night ember
#

well did you also import the textures into unity

spark walrus
#

how

night ember
#

drag in the image files?

spark walrus
#

(im pretty new to this stuff for context)

night ember
#

also probably shouldnt have it take up 15 material slots for no reason

spark walrus
#

?

night ember
#

thats how textures work?

spark walrus
#

where can i find em

night ember
#

🤷‍♂️

#

wherever blender grabbed them from

spark walrus
#

i only ripped the vrm file into blender and then it recognised it

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and unity doesnt

night ember
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wdym ripped

spark walrus
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because VROID only gives VRM files

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as far i know

somber sequoia
#

yes, so I'm not sure why you keep talking about the vrm file in unity

night ember
spark walrus
#

in blender everything is alright

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ohhhhhh these here right?

night ember
#

those are materials

spark walrus
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ah ok

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do i need to reduce them?

night ember
#

you cant just "reduce" them

spark walrus
night ember
#

uv or texture paint

spark walrus
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found it

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now what do i do

night ember
#

export each image?

spark walrus
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export em? theres no button for it by me

somber sequoia
#

is there a save option?

dull sable
#

I still need help with this

spark walrus
somber sequoia
#

save as is basically export

spark walrus
somber sequoia
#

I'm not sure I understand what you're trying to do here

spark walrus
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do i click save or save as?

somber sequoia
#

which do you want to do?

spark walrus
somber sequoia
#

the difference between those two options is basic computer stuff.

spark walrus
#

i know but what do i need to select to get these materials on my character

somber sequoia
dull sable
# somber sequoia which do you want to do?

I have a menu of dresses that work already as the int multiple toggles but the thing is i have another submenu that is the nightwear and i had to change the previous but basically when i turn off either or off the dresses it uses the parameter behavior to the nightwear

somber sequoia
#

...

#

how long is a piece of string?

spark walrus
#

whats an string

fallow aspen
dull sable
spark walrus
#

where do i need to put them ?

somber sequoia
#

into the appropriate slots in your materials

spark walrus
#

slots?

somber sequoia
#

are you trying to do this having never watched a tutorial or something?

spark walrus
#

and every other tutorial complicates everything even more

somber sequoia
#

ok well again, I'm not going to hold your hand and walk you through the basics here. maybe some else can. I'm happy to occasionally make suggestions and provide hints and such, but basics like this are thoroughly covered in tutorial videos and the Unity and VRChat documentation.

surreal salmon
#

What's a good starting point for those interested in adding face tracking to a avatar?

surreal salmon
#

Thank

spark walrus
#

is it normal that its like this tho? i cant edit them manually

somber sequoia
#

Yes, those materials are the ones embedded in the FBX, they can't be edited. You'd have to make new ones and drag those into the appropriate slots either in the model itself (in the materials tab) or into the mesh renderers in the hierarchy when you put your model there.

spark walrus
#

so i just create an new material fodler there?

somber sequoia
#

you can make whatever folders you want

spark walrus
#

folder*

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you know what?

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i think i just give up

night ember
#

Theres an extract materials button

spark walrus
#

or unity

somber sequoia
#

unity

spark walrus
#

will do

balmy barn
#

you didnt do the atlas step - wich make it 'fun' to add all the textures to materials after

spark walrus
#

atlas?

night ember
#

Combine textures

spark walrus
#

oh ok

#

i clicked extract materials now where do i extract them?

night ember
#

Whatever folder

somber sequoia
#

where in your project that you put files is entirely up to you

spark walrus
#

alright did

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do i just copy paste the image files into that?

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now?

night ember
#

Just drag and drop

spark walrus
#

will do

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alright did

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and how do iapply em to the model now

fallow aspen
frigid glade
#

If the avatars are made by someone else they either got banned or the avatars were privated

somber sequoia
#

public avatars might be removed at any time

ornate stump
spark walrus
#

how do i make my avatar now use the exported materials

ornate stump
frigid glade
#

Can anyone help with animated toggles for my avatar??? I have an animation that only shows the first frame when toggled and I’ve searched everywhere and have no idea what’s wrong 💔 I can show how the animation is supposed to look like if needs be

night ember
#

So they arent your avatars

ornate stump
spark walrus
#

Yess finally

fallow aspen
spark walrus
#

i make it public!

spark walrus
frigid glade
ornate stump
frigid glade
#

Oki will do

spark walrus
#

got a little design problem ,do i need to do it allover again?

balmy barn
#

hello quest shader with no cutout - blender knife tool its easy to mess up weight painting if you create a new vertice (dont)

#

if its for pc use a cutout shader

balmy barn
#

find material (looks like spheres) change it to one that support cutout ( poi / liltoon for pc - quest none )

spark walrus
#

how do i reset camera in blender

ornate stump
spark walrus
somber sequoia
#

I don't know what that means either.

ornate stump
spark walrus
somber sequoia
#

yes but where do you think 'reset' would be?

spark walrus
somber sequoia
#

also what's the camera? You mean the viewpoint?

somber sequoia
#

cameras are specific things.

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also I'm not sure there's really a "where it was in the beginning"

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but if you look in the view menu under "viewpoint" maybe those work for you

spark walrus
#

yeah i mean viewpoints

true flower
#

Ok, I got a weird question-- I bought an avatar and loaded it into Unity to upload. I chose to edit it a little to suit my personal tastes, and have noticed that in the Inspector window in the Animator block, under Controller, what's listed is "Missing (Runtime Animator Controller)". not "None", not Fx or VRFuryFX or GoLocoFX or the avatar's personal FX file, Missing.

Now this is easy to fix, that's not what I'm asking. My question is, how big of a deal with this, and can it cause me problems with edits like I wanted? Or can I just blur over it without noticeable consequences?

somber sequoia
true flower
# somber sequoia for VRChat, that is not used by the game, only for when you are working with ani...

I ask because it seems to matter when editing, say for example adding a toggle or new animation (Or perhaps removing an animation for a bodypart that is deleted, for SFW purposes?), but the instructions that mention it directly specifically say to put it back to "None" after finishing that work. Which is why I questioned if it was important somehow. But if I can ignore it entirely (leaving it exactly as it is), then that's something I can do. 😅

balmy barn
#

ive left stuff in that slot on newer sdk and it made my preview (before selecting av in vrchat) funny ratl, didnt see it on older - i use some animation before av is initialized

somber sequoia
#

yeah I noticed people say to set it to none but I've never observed any issues with just leaving whatever I last worked on in there.

true flower
somber sequoia
#

hmm I actually have a question today: what bizarre situation could cause an animation layer weight to be ignored, such that the layer is active when I specifically set that to 0?
Maybe it's something about Lyuma's emulator here..

spark walrus
#

why the hell is it like this!?

somber sequoia
true flower
spark walrus
somber sequoia
somber sequoia
# spark walrus the eyebrow textures,the black thing there

this is what Thulen was saying about quest shaders not doing transparency and having to cut out mesh. VRoid avatars use transparency - find your base texture files, click on them, and in the inspector, select "alpha is transparency".
Unless quest, in which case this doesn't work.

spark walrus
#

base texture files?

#

so number 1?

somber sequoia
#

the ones that go in the "base color" slot

spark walrus
somber sequoia
#

... in the materials?

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I don't know what shader you're using so I don't know what the specific label for that slot is.

#

might be "albedo"?

somber sequoia
#

yes you do

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else you'd not see any mesh 🙂

spark walrus
somber sequoia
#

so I'll assume "standard" then.

balmy barn
#

if this is a quest av, you really need to go back to blender and atlas , zero reasons to have many materials on a vroid

true flower
somber sequoia
#

ok what the hell - if I move the gesture layer to layer 2 instead of layer 1, it's still active but it works properly. in layer 1 it seems to be doubled

somber sequoia
#

wow yeah, this is due to Lyuma's emulator - I use gesture manager and it works fine. what the heck.

#

goes to have lunch instead.

spark walrus
#

finally fixed the mesh

#

the eyebrow is still quite big tho...

true flower
spark walrus
#

also is it normal that the face turns invisible if i get too close to the model?

frigid glade
balmy barn
#

disable

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its very bad to have on ratl

#

instead of doing it once its doing the transition 100000 times a minute

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(never counted)

frigid glade
# balmy barn disable

OMG tysmmmmmmm I knew it was a one click fix but I could not find how to do it anywhere since I've never done animations before. You're a lifesaver

spark walrus
#

i give up,the camera is an nightmare

night ember
#

How

#

Its just rotating and panning and zooming

spark walrus
#

or whole lot of numbers on each ankle

misty ridge
#

did any recent update break animations or something like my tail is just isnt wagging

spark walrus
#

unity is my new biggest nightmare

somber sequoia
spark walrus
#

blender i only used for extracting

somber sequoia
#

blender?

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but yeah, there's a clipping setting on the viewport camera

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(no idea where it is in unity)

spark walrus
somber sequoia
#

yes

spark walrus
#

ok good,i give up anyways,the camera in unity is a fcking nightmare

#

it makes NO fun

somber sequoia
#

heh, I use blender, unity, and substance painter regularly - three different viewport navigation methods. So annoying.

spark walrus
#

i think ill quit vrchat as a whole

junior void
#

Ok

somber sequoia
#

you could always purchase an avatar from the market or something.

spark walrus
#

or food in generall

somber sequoia
#

fair enough

junior void
#

Just give up

spark walrus
junior void
#

Ok

spark walrus
#

i already encountered like 20

#

i hope the staff team banns them

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i hope yall had an good day anyways

coral knoll
#

I didn't know where to go but anybody know a good avatar marker who charges for reasonable prices and has proof of doing it before if so please DM me (furry avatar)

olive pelican
#

Ok. This isn't an airport. You don't have to announce your departure.

coral knoll
olive pelican
somber sequoia
olive pelican
#

I am. They're not in the server currently.

#

You don't need special permissions to request a commission, you need them to take commissions for money.

#

That's to avoid scammers, and people who lie about being able to do stuff, btw.

dire dagger
#

Any1 else’s unity do this when you try to upload?

spark walrus
somber sequoia
#

there's been talk about networking issues again

spark walrus
somber sequoia
#

hmm, to me "server down" isn't "network issues". But no, people have talked about issues like that one and solving it by using a VPN or turning off IPv6 in Windows. I have no further information, it doesn't affect me and I don't use Windows.

fallow aspen
#

yeah server down isn't a network issue it happens for everyone having a good network or bad

olive pelican
#

Server down happens when it's hot in the restaurant and they don't give their wait staff any water.

fallow aspen
#

LOL

somber sequoia
olive pelican
#

Of course it's not cool, if it were cool they wouldn't be going down.

somber sequoia
#

... haha

#

I walked right into that one.

olive pelican
#

Yep, lmao

misty ridge
#

what is causing my avatar gesture animation (tail wagging) to work in unity but not work when uploaded? its so weirdd

dire dagger
#

Windows 11

fallow aspen
dull sable
#

@somber sequoia would you be able to help later today

somber sequoia
#

?

crisp oasis
#

the past 2 avatars i've tried to make, they have been laying flat on the floor ingame. Any help would be much appreciated

somber sequoia
#

did you go from Blender?

crisp oasis
#

wno

#

no*

#

wait the rig/armature?

somber sequoia
#

yes, did you make the model in blender and export it from there into Unity

crisp oasis
#

the armature is exported from blender

somber sequoia
#

then in Blender, make sure the avatar is standing upright with the +Z axis up, and facing in the -Y direction, all object origins at the world origin, and all transforms applied. And don't mess with the orientation settings in the FBX export dialog, the defaults are correct.

crisp oasis
#

how do i put all the objects to the world origin?

somber sequoia
#

make sure the avatar is standing on that point (it probably is), and put the 3D cursor at the origin, then for any object you can go to the menu, Object -> Set Orign -> Origin to 3D cursor.

crisp oasis
#

ngl i just took a premade vrchat avatar rig from sketchfab because i dont know what the rig is supposed to look like

#

but i think its right

#

how i have it now

somber sequoia
#

there's a pin in #avatar-rigging of the ideal humanoid rig, good for reference

crisp oasis
#

oh ok

warm fable
#

tf is happening?

#

Does anyone know what the code means?

balmy barn
#

your av3 broke/old - update or remove

warm fable
#

I thought it was updated

#

Also its only happening on the android build

balmy barn
#

its the integration with gesturemanager script so either of them

warm fable
#

Can I remove gesture manager safely?

desert elk
#

yes

warm fable
#

That only affect what using gestures on unity right?

desert elk
#

it's just for testing the avi

warm fable
#

Ok

#

But the av3 is important right?

balmy barn
#

its handy to test av 3.0 stuff

desert elk
#

they're both for testing

warm fable
#

I think reopening the program fixed it

radiant cape
#

how do i make it so the audio plays before the animation does as a toggle

warm fable
#

Fuck

#

My quest avatar is too large for vrc to download

#

Only by .65 mb too

fallow aspen
#

you have to reduce the texture size or remove the unused assets..

somber sequoia
#

ah I should update that, maybe that's why mine is currently buggy

warm fable
#

Oh wait nvm

#

Somehow it got uploaded to vrc

fallow aspen
#

what's happening..lol

warm fable
#

Idk

olive pelican
#

My suspicion is that VRC is a tidbit wacky rn

#

Which worries me because I have a model to finish.

warm fable
#

Well its uploaded

#

Whether or not the quest version is actually good

#

Idk

nocturne tendon
#

Will the quest versions downloadable size ever be increased from 10 MB?

night ember
#

considering its mobile hardware

olive pelican
#

Probably not, no.

sharp egret
#

they gotta fix the megabytes to 15mb bro

#

every avi i make now looks terrible 💀

somber sequoia
#

very unlikely

balmy barn
#

retire quest 2 first maybe

night ember
balmy barn
#

but learn to optimize its not hard to get <10mb compressed avatar

night ember
#

my pc only avatar is well under the 10mb limit and doesnt look like shit

sharp egret
night ember
#

gotta use what you are provided not try to get around it

sharp egret
#

fr

#

might as well

tidal void
#

I'm having the weirdest issue ever.

If I disable a game object from my hierarchy, then click on the VRChat SDK, the gameobject I disabled instantly reenables itself.

Someone help :/

night ember
#

could be one of the several scripts that thing is probably using to be built

olive pelican
#

I seent this issue recently somewhere else. It's usually caused by-yep

#

What Diven said

somber sequoia
#

.. does that say 827k polys?

olive pelican
#

Something in an animator controller is triggering to do th-OH GOD WHY

balmy barn
#

average mashup

tidal void
#

I just ran into that issue, it even occurs with base Moe without nnothing on it, I'm super confused

night ember
fallow aspen
tidal void
#

I really don't know what has changed

fallow aspen
#

ok

dull sable
somber sequoia
#

anyone in this channel can do so

olive pelican
#

Except me, I don't know anything about avatars.

balmy barn
#

manage to get my tail to vibrate it was the plane collider ratl but recording it fails cause of the low fps this snip tool uses i guess

#

vibrates alot more ingame

somber sequoia
#

oh nice, always good to be able to reproduce bugs

woeful sleet
#

I cant find the view position marker in unity. What happened to it?

somber sequoia
#

that's pretty zoomed in, is that the whole avatar kinda reformed into a blob?

#

oh you did fbx all, good. Was the avatar prefab unpacked?

#

no no, don't

balmy barn
#

try setting it generic then humanoid again

fallow aspen
split wing
#

Everything is all good in blender, but unity says otherwise. How does this happen and how do i fix this?????

tiny grotto
#

i had an old avi i worked on like a year ago before the size limits were changed and i didnt really know anything abt optimization, just got back into vrc and noticed hes unavailable for use but dont have his files anymore, i was wondering if theres anyway to retrieve it in unity via the blueprint id or is he lost to the void?

(i assume so but figured why not try askin)

mint dock
#

Im a bit new to the whole blender thing, and have recently stumbled upon an avatar in vrchat based off A certain character named chain from a decently popular roblox game, however the legs are a bit stiff not moving much from the waist/pelvis area. And I'm not sure how to fix it. If I could get some advice on how to fix that up as well It'd be nice, but My main problems are the following:

Importing a CERTAIN model from a roblox game called chain. With the VFX (If that's even possible. i'm willing to make them myself if needed but the Effects are on the model and it would be a waste of effort if I could just get them from the model itself.)

Actual rigging on the avatar so that it works for full body tracking. I've used ti before with other r6 roblox avatars but no creator that makes said avatars is actually down to help me with how that works.

Importing the roblox model from the roblox studio to blender.

As I said if the VFX thing really is impossible or that much of a hassle I can live without them but it would be nice to have.

(The models are free to use, found them in the roblox toolbox and as far as I'm aware the creators of chain don't actually care whatsoever.)

#

This is the only server I have to send this too Im genuinely lost 🥀🥀

valid marsh
#

I'm trying to figure out how to turn off the animator at the end of an animation (for a death) on a vrchat avatar and I'm asking here to see if it's possible

fallow aspen
valid marsh
#

the death animation stops at a pose where it is meant to ragdoll because its a valve animation

#

probably worth noting its generic rig as well

balmy barn
#

generic is a pain to animate - otherwise you could just grab a death anim from mixamo

#

works on anything humanoid

valid marsh
#

im not animating it- its got pre ripped animations directly from L4D2

#

i just need a way to make it ragdoll

fallow aspen
#

That usually means the hand bones aren’t mapped right, or the fx layer is missing the gesture blend tree for hands.d ouble check your rig config, Animator fx layer, and that the gesture parameter and avatar mask are set up properly.

#

to check click your avatar, go to the VRC Avatar Descriptor, and look under Playable Layers. If FX is set to Default, switch it to Custom and assign your FX controller. Then open that controller and check if it has the gesture blend tree for hands.

placid mica
#

How do you not made face blendshapes mix with facial expressions? Like how do you make the right hands gestures override the left hand?

fallow aspen
#

check for the blend tree in the right hand gesture layer if there isn't any then you have to set up one

fallow aspen
placid mica
#

😓 uhh ok I'll try

valid marsh
placid mica
charred kite
verbal inlet
#

Thank you for your advice, I will give it a try, to see if that fixes anything thank you for your help and I will let you know if it didn't work

broken shale
#

How do I make sure VRChat SDK 3.0 is imported and can someone tell me this issue. I am confused

placid mica
#

Why do imposters sometime not generate? Saying sorry, an imposter could not be generated. It's a normal humanoid model, what could be some reasons this doesnt work?

white cargo
#

Why would my expressionMenu be blank like this?

white cargo
#

Ok, I was able to fix it by turning everything into a 'toggle', then back into a 'button'

cinder frost
#

So is there a way to make an object constrained to a specific point and then move it to another point by blending weights?

timber wharf
#

constrain two empty points, use weight animation to constrain it from 1,0 to 0,1

#

ie object uses two constrain sources

cinder frost
#

Right but how do I make it snap to the positions?

timber wharf
#

wha

#

with 1,0 its on point 1, with 0,1 its on point 2

#

feel free to animate it however

cinder frost
#

I was under the impression that it just started following the behavior of whatever it was constrained to

#

If that makes sense

timber wharf
#

well ye

cinder frost
#

Not actually changing transformation

timber wharf
#

but if you have say 0.5 0.5 itd be inbetween two points

cinder frost
#

You can't animate something constrained though can you?

timber wharf
#

you csn animate weights

cinder frost
#

Yes that much I understand

timber wharf
#

so, whats the question

cinder frost
#

Okay lemme visualize it

#

I've got a WIP Deltarune battle system and right now, the soul (heart) is parented to the box. The box is in a holder that uses a rotation constraint only constrainted to the Y axis of the chest

#

I want to move the soul into the avatar's chest, but the box which it is currently parented to is only constrained to the chest via rotation on the Y axis

#

I want the soul to fly into the chest and be parent constrained on all axes

timber wharf
#

well, add parent constraint to chest with 0 weight and 0 offset

#

animate rotation one going to 0 and parent going to 1

#

not gonna lie, never tried to mix those but should somewhat work?

cinder frost
#

Well the SOUL Holder is the one with the constraint, battle box needs to stay where it is, and SOUL needs to go into the chest

#

So I guess I probably have to do a little reordering

timber wharf
#

not sure, what happens when you just parent soul and wiggle it 0-1 weight?

#

could be enough

robust saffron
#

Where i need to create a skin on mobile?

ornate stump
radiant cape
#

how do i make it so the audio plays before the animation does as a toggle???

timber wharf
#

edit your animation so it keyframes start later as the easiest way? or add an extra state in your animator with some exit time and move audio part there.

radiant cape
#

thank you

timber wharf
#

hm tho if its an action layer then getting a tracking control to also hit later makes it way harder, i was talking fx

#

for that case to not untangle action layer probly easier to have your toggle for some music layer in fx, and then parameter driver in that layer setting some param to toggle an animation

radiant cape
#

ahh i see

queen linden
#

Question, if I've completely applied an object like clothing or an accessory to my model's armature, I can remove other objects associated with my model from the collection hierarchy to individually export it, correct?

junior void
#

Depends what you intend to do afterwards

#

also, im unsure what you mean by "collection hierarchy" - i know youre in blender but you can also export "selected only" so im not sure why you would work with collections?

queen linden
#

I mean here.

#

I'm just trying to export the "glowsticks combined".

junior void
#

the collection in which the object is does not really matter

#

but then again, in the export window you can use "export selected objects" as well

queen linden
#

Gotcha, yeah I wasn't sure if I needed to remove the other parts and just keep glowsticks in the armature.

junior void
#

if you intend to use vrcfury armature link in unity to merge the asset to a base, then yes, include the armature

#

but then you can just select armature and the mesh, export selected, boom done

spark walrus
#

soooo i downloaded this buti dont know how to use it it simply came with few pngs it also had no explanation whatsoever

desert elk
#

those are textures for VRoid models

#

you use them in VRoid Studio by pressing the button that imports a layer

spark walrus
#

having now an weird bug by the model

desert elk
#

bug?

#

be more specific

spark walrus
desert elk
#

that's normal

spark walrus
#

thats normal?

desert elk
#

VRoids have a lot of transparency and cutout

spark walrus
#

i was literally almost giving up yesterday bc of this

desert elk
#

if you want the model to work for PC, you need to set your shaders accordingly

#

if you want it to work on Quest, you'll need to do some blender work

spark walrus
#

well i dont really care about quest tbh

#

i only use desktop verison

desert elk
#

so set the pc shaders to cutout and the black parts will disapear

spark walrus
#

aight

desert elk
#

the first one is add new layer
the second one is import an image as a new layer

#

it's above the layers list on the left when you click "Edit texture"

spark walrus
#

dont have that

#

fck it i just give up,its way to complicated

desert elk
#

...

#

you do

#

it's not possible for your VRoid Studio app to not have that button if you're using it on a PC/laptop

spark walrus
#

i just go back to modding fromsoftgames

desert elk
#

cool

spark walrus
#

i hope you had a great day

olive tendon
timber wharf
#

make sure that you dont have physbones affecting any humanoid bones, usually jitter comes from those

umbral sapphire
#

I purchased an avatar and it has issues where the outfit hides when I join a different world. One world I'll have the outfit I want, the next one everything will be off. Is there a way to fix this?

junior void
#

is the toggle made with vrcfury?

umbral sapphire
#

av3 toggle

junior void
#

the parameter for the outfit needs to be set to saved in the parameters then

umbral sapphire
#

would I do that in the layer? or the the main parameters?

junior void
#

parameters file

umbral sapphire
#

okay thank you, I'll try that ❤️

#

it's set false and already "saved" and "defaulted"

#

ty for the help I fixed it :3

trim edge
#

Hello all. I recently purchased an asset and am a bit lost to where all the textures go on the inspector tab, any help would be greatly appreciated! Can share my screen in a call if anyone is available to help out ❤️

junior void
#

Textures are bundled into materials. Materials are the displayed as orbs

#

If your asset didnt come with orbs, right click in your asset window in any folder, create -> material

#

These material obs then go to the material slot on the mesh objects

trim edge
#

Yeah the orbs are the hot pink color so was just trying to add the textures to the assets manually

junior void
#

Pink means the shader is broke

#

Does your asset list a dependency on a shader such as poiyomi or liltoon which you missed to install?

trim edge
#

i says it was with "Poiyomi V9.0.57". i have poiyomi pro added to my project

junior void
#

If you set the shader on the orbs to your poi version it should fix itself

trim edge
#

Gasp. Thank youuu!

acoustic island
#

I'm not sure if this is the right chat for this question but would it be better to use physbones on this or a fur shader if I want gentle physics

arctic ginkgo
blissful mantle
#

why does the prefab not update when i switch out the fbx with an updated fbx the clothes i addeed on the updated one arent there

junior void
#

Have you unpacked your avatar?

blissful mantle
#

its in unity yes

#

what else can be unpacked

night ember
#

you do know what unpacked means right?

#

did you unpack the prefab in scene

junior void
#

If you did, thats bad and the reason why its not updating

blissful mantle
#

i didnt unpack it

night ember
#

did you actually replace the fbx or import it as a new one

blissful mantle
#

replace

night ember
#

have you tried just dragging in a new copy of the fbx

blissful mantle
#

yes

night ember
#

and is it there

blissful mantle
#

its on the fbx yeah

junior void
#

Must be unpacked then

blissful mantle
#

how do i unpack it

night ember
#

you dont

blissful mantle
#

unity is just broken

#

it doesnt have this issue with other avatars

night ember
#

more likely you did something wrong

blissful mantle
#

i didnt

night ember
#

at some point you did something that caused it to be unpacked

blissful mantle
#

i did exactly what i always do close unity delete original fbx replace with updated one and rename with original name

#

but somehow in the prefab it doesnt update

junior void
#

Why would you delete anything

blissful mantle
#

the body does but it doesnt add aditional meshes

night ember
#

did you drag in the fbx or a prefab

blissful mantle
#

prefab

night ember
#

thats not the fbx

#

so it wont update

blissful mantle
#

outside of unity fbx

#

inside of unity i put the prefab in the scene

night ember
#

creating a prefab variant unpacks it from the fbx

somber sequoia
#

put fbx into project. drag fbx into scene. pumkin tools to copy stuff over.

junior void
#

Also, dont delete your fbx from the project. When you export from blender, straight out export over the existing fbx

unreal juniper
#

You also don't even need to close your Unity project - it'll update immediately when you overwrite

blissful mantle
#

is there just a way to force update the prefab

night ember
#

no

blissful mantle
#

alright so then itll just be seperated clothes and rig and join them using vrcfury

night ember
#

or just yknow drag in the fbx?

unreal juniper
#

That's how I tend to do it myself as well, easier to let Fury join the armatures IMO

blissful mantle
#

the fbx is not the prefab i aint re adding all dynamicbone values

night ember
#

cool you straight up ignored kazin then

junior void
#

Kazin gave you a solution

night ember
#

✨ pumpkin tools ✨

blissful mantle
#

bruh using vrcfury is way faster

junior void
#

Its 5 clicks each

#

~ bruh

somber sequoia
copper pelican
#

does anyone know how to fix these errors?

junior void
#

have a look at the first red error

copper pelican
#

ngl I have no idea how I missed that

#

thank u

crisp oasis
#

so im trying to make a minecraft avatar, but my walking animations dont work. i probably didnt set up the standing blendtree right, but can anyone help me? I've never made custom walking animations for avatars before.

versed fossil
#

Hello everyone !
I got this error message today, i never saw this before. How can i fix it ?

somber sequoia
#

I'd probably start by making sure all your packages are up to date

versed fossil
#

Everything is up to date

tame surge
#

Can somebody help me out with this weird weight painting issue?
2 Vertices on the bottom of the coat move along with the Chest bone.
Tried every other bone and its definitely the Chest
Everything else beneath the coat (Leg, Pants) are behaving normally
I've gone over the Vertices with Weight: O Strength: 1 Falloff: Projected a million times
I tried gradients with the same parameters
Ive deleted the verts and and edges and still nothing
At this point I'm willing to sacrifice a goat if it would work.

somber sequoia
#

edit the mesh, select the chest vertex group, it'll show you what's there. Remove verts that shouldn't be there.

#

don't try to paint to hit 0 weight, just remove the verts.

#

I know you said you deleted verts, but are you sure? maybe you missed some

#

selecting them is an easy way to see it. ALSO it might be not the chest bone but a child thereof, you can find the vert itself and select it, and in the "item" box in the 'n' popup, it'll list what weights it has

dusk pulsar
#

Is it better to make it all red for head or leave it like this? Strands have their own bones

somber sequoia
#

it's best to paint it such that it moves how you want - the actual color or weight values aren't as important

#

that seems reasonable at a glance, but does it move right?

dusk pulsar
#

I haven't tested in unity, but when moving bones, seems to move normal, of course, head doesn't move strands because they are affected by strand bones but in unity it should work perfectly fine.

random geyser
#

in blender is there any way to make cartoony fluff quickly?

like this is two diffent ways ive been doing it but both just look wrong to me, is there any tips on making cartoony fluff for a scarf?

uncut light
#

hi there, attached is a model I've had fully made, textured and rigged in blender. i want to make it a VRChat avatar, but when porting it to unity i have a lot of issues, with textures mostly. the biggest one is that as you can see the model has this neat effect on it's limbs where the main body is orange with a lighter orange area around it. in blender this uses materials with emission and mix shaders. unity can't seem to recognise this, and instead the outer part is impossible to see through to show the darker orange part inside. any idea how i can fix this?

junior void
#

Matcap? Rim light?

uncut light
#

I don’t know a thing about unity I’ve got no clue what this means lol 😭

vapid relic
#

Anyone know how to fix this in unity where everytime I click the checkmark it unchecks itself and makes it dissapear

junior summit
#

ive been removing sps from an avatar and i got these errors :/

#

i dont know where tu turn off the bake thing with vrcfury

somber sequoia
#

it's because you have some vrc component on your avatar

junior summit
#

how would i remove it?

dreamy marsh
#

Anyone know how to upload Avi's? I just bought one, and didn't know what file I needed. Was wondering if someone could help me figure that out? I'm a questie btw but I want it to be pc compatible too

#

Read the instructions one and it didn't help

somber sequoia
#

Get either of those middle packages, obviously the quest one if you use a quest

junior summit
somber sequoia
#

I meant "VRCFury component", but apparently mis-typed, sorry about that. So yes, those that say "VRCFury" will trigger that build hook.

#

the SPS-specific one though isn't one of those, not sure where that might be.

stable isle
#

the new vrc update did something really weird to animations

for some reason, now the head doesn't look up and down as much as it used to.

graceful crane
#

Would anyone have any idea as to why my avatars appearance changes whenever I open the SDK? I recently got a new computer and had to transfer all of my bigger projects & this avatar in specific is just acting strange when opening the SDK. The pc side increases in saturation & his fishnet disappears and my quest avatar his skin on his body and head just turn solid black. vrcTupCry

kindred halo
#

I have an avatar that I bought and uploaded for PC and it works great, but I'm trying to make it Quest compatible so my friends can see it. The main 2 issues I'm having are:
1- how the model uses Poiyomi toon shaders for glass lenses and I don't know how/if you can make quest textures/ materials transparent at all. (and when I try to remove them, they just become missing textures).
2- There's a blank material that's unlit/transparent that I also can't transfer to quest without it being black or pink.
(I feel like I'm missing something, but I've been looking up tutorials/ guides for several weeks and always getting stuck on these 2 things).

somber sequoia
kindred halo
arctic laurel
#

Could anyone help me figure out why my Avi is going nude when I sit h back into it after switching avis

#

And when I switch worlds

somber sequoia
#

probably your clothing toggles are default to off

wanton cedar
ember blade
#

I'm currently struggling with a thing called "tiling" and matcaps.
I have four separate materials, which isn't good and takes up too much space. So, I'm trying out tiling for the first time.

stray trench
#

how would i achieve this face mosaic effect? is it an asset i can buy?

stray trench
wanton cedar
#

im looking

#

i know it had the word mosaic in it, but i can't remember if it was on gumroad or booth

stray trench
#

i appreciate you looking, ill try to find it

wanton cedar
#

good luck

still shuttle
stray trench
#

idk, but i found this

#

lol yeah i think so

wanton cedar
#

yeah thats it

sick star
#

anyone know why the lower body thing isnt showing

viral tendon
#

can anyone help me with this issue asap??? it happens everytime i export from blender and copy using pumpkins

somber sequoia
viral tendon
#

she originally looks like this

somber sequoia
#

transparent here might be flipped face normals? You might have to check face orientation in something like Blender.
Otherwise, I'm not sure what "messed up" means not knowing what "not messed up" would be here.

viral tendon
#

if that helps

somber sequoia
#

ah thats a clue - and what did you do to go from "originally" to "wrong"?

viral tendon
#

i added a jacket onto her and parented it to the armature and then exported it

somber sequoia
#

in blender? could be that re-ordered material slots

viral tendon
#

okay let me look through normals and the material slots and see if any of that fixes it thank you for that!

somber sequoia
#

yeah any time you join objects there's a risk of the material slots ending up in an order you didn't expect

#

I tend to do the joining carefully to try to preserve that

upbeat elm
#

can somebody help me with this issue? this is my first time making anything vrchat related and this is all so confusing, when im using gesture manager (apparently to playtest/showoff the avatar) it just breaks the arms and legs and puts them in spots where they werent originally, and it all looks fine in edit mode, let me know what you think vrcJackoLantern

timber wharf
#

your avi should be facing -Y, most likely you have it backwards

#

or left/right got confused

#

-Y in blender*, in unity its -Z i believe

uncut light
#

im working on this and facing 2 big issues.
1: when im configuring the avatar definition, a lot of issues appear despite having linked all the bones properly. also for some reason when enforcing t-pose the feet lock into a weird position
2: despite linking everything properly with the bones and using the avatar descriptor, no movements from the gesture manager work at all. the only thing that works is changing the avatar size. ive seen that it could be an issue with my playable layers as the base has 3 options: base, action and fx. all are set to "none" and i dont know what i can put in there if this is what's causing it

timber wharf
#

if it has any import errors in model import, itd fail setting itself to a humanoid

#

and nonhumanoid has only 3 layers instead of 5 and no animations

uncut light
#

would that impact the gesture manager? im trying to toy with it but literally none of the animations work and im trying to figure out the root of the problem

timber wharf
#

root of problem that it is not a humanoid rig as far as unity/vrc is concerned

uncut light
#

the avatar was rigged by the person who modelled it but it seems to have all the bones needed? unless im missing something which is incredibly likely

timber wharf
#

tbf thats a weird bones preview, i have no idea what am i looking at

uncut light
#

yeah i dont know why they did the bones like that

#

but theyre at least color coordinated

#

green is the spine, purple is the skirt, orange legs red arms and blue head

timber wharf
#

thats decent two finger rig, mske sure your bones are kinda like this. names msy differ no prob, but no extra bones inbetween or missing bones or being paranted to different bone (except upper chest, its optional)

uncut light
#

looking at blender this is the armature ive got which is uh. a lot more than what you've just shown me lmao

timber wharf
#

welp, it has physbones, thats fine. but it also has blender ik ones and thats not going to fly. send pinned img form #avatar-rigging to your artist cause this now is too far from what unity/vrc can use

uncut light
#

alright sick, thank you so much for the help man 🫡

upbeat elm
forest falcon
#

idk what's wrong

lavish hull
#

could someone explain why this is happening and how to fix it
i only added a material and set it to transparent

wispy orbit
#

,,set it to not transparent?

lavish hull
#

then it wouldnt have transparency

wispy orbit
#

that looks like the issue ??

#

just, try disabling it and take a screenshot

lavish hull
#

idk why using transparent fucks up the normals or whatever
prob not whats actually happening tho but argh

cinder frost
#

Is there a way to increment a parameter that isn't framerate dependent?

arctic ginkgo
#

what is the use case for this?

#

it's easier to give more detailed answers if i know what you're doing

cinder frost
#

AAP?

#

Right now I'm using a parameter driver every frame to make something move with a 2 direction puppet

tame surge
#

Is there any way to have the coat not clip into the legs?
It already has colliders and limits, and they seem to work when Im just moving the model around.
But they seem to get ignored in Gesture Manager.

arctic ginkgo
# cinder frost AAP?

It means "animated animator parameter". You can put float parameters in animations to control their values. Keep in mind that this is local only and cannot be synced or accessed by parameter drivers. The only way to sync this value is to animate contacts to get the value and add the contact parameter to the synced parameters list.

#

Again though, if you let me know what you are trying to do I can be of more help

cinder frost
#

Well what you described with parameter drivers IS what I'm doing

#

But it's framerate dependent

raw gust
#

Hey, Id like to have a set of clothing turn off when I toggle one bit of clothing, how could I achieve that?

#

like, If i turn on one shirt I want anything I have already turned on toggle off

waxen smelt
#

How do i fix this?

atomic sail
#

Hey! I'm very sorry to ask, but does anyone mind doing a texture bake? A simple rig would be even better too! (I'd ask if it's possible to add the loco emotes too but I won't ask that much!)

#

Been at it for over an hour trying to figure it out myself but it's too confusing..

sinful gate
tame surge
uncut light
#

@timber wharf really sorry for the ping my friend but you were very helpful in letting me know what to do and im a bit stumped

uncut light
#

alright alright big updates very sorry for spam

i've uploaded the model as an fbx into unity, and have been messing with the avatar definition. i FINALLY know how to set it up where every bone fits perfect, it does not get mangled, enforcing t-pose works etc. so i press apply, done. and then the next time i go back to configure all of my changes have been reverted entirely. i don't know whats causing this and any help would be amazing

upbeat elm
#

had to show this off again, during testing using gesture manager, the arms break and mess up and i have no idea whats causing this, first image is from scene mode, where its perfectly fine, others are from play mode, last ones from humanoid editor. vrcAngry

tall dock
#

I don't know why the textures when I use a smart material in substance got this weird lines on em, help?

upbeat elm
#

normal maps im pretty sure

tall dock
white cargo
#

Once again, the [UNKNOWN] state is causing issues when I'm trying to debug my avatar
Has anyone found a fix for this?

wanton cedar
#

you can usually move the uv dup off to the side by 1 and then go into the mesh importer and increase the max limit of allowed uv maps by one or however many you need

tall dock
#

If you could explain it wold be awesome, I was killing my head over this and google is no help

wanton cedar
#

just click L on one of the uv maps, the one on his face, bottom part, and if it selects the entire face hide that with H, then if there are smaller ones drag those right. this menu at the bottom pops up, set x to one then do that with all the dups. you can sometimes tell theres a dup if its grayer in one area. as shown in the pic by my overlapping UVs

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also yes, in blender

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orrr you can just let substance painter redo the UV maps

tall dock
#

uvmap isn't the problem, watch

wanton cedar
#

hmm

tall dock
wanton cedar
#

its in the import settings when you first make a new project

#

i'd have to boot up substance painter. Maybe try resetting the normals first

wanton cedar
velvet junco
#

after several months i still have the issue where whenever i try to upload theres a 80% chance that it pauses at a random % when file uploading and then fails to upload with no other error log than "failed to upload file", anyone got a clue? Its fairly annoying to have to attempt to upload an avatar 5 times to get it to actually upload, especially with the 4 minute compile shader time

tall dock
wanton cedar
wanton cedar
#

the uv map will not stay like this if you let substance painter redo the UV. Im asking if you plan on using this layout still? aka the texture

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because if you are, dont let it redo the UV

tall dock
#

the same layout i mean

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then what should i do?

wanton cedar
#

just try to reset the normals in blender

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do you know how to do that?

tall dock
#

imma try

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or am i mistaken

wanton cedar
tall dock
wanton cedar
#

si

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or you can try face area too

tall dock
tall dock
wanton cedar
# tall dock face area?

Face Area tool adjusts the direction of vertex normals based on the relative size of adjacent faces

tall dock
#

imma export it with vectors reseted and try in substance

wanton cedar
#

good luck

void pendant
#

hi, I'm building my avatar using VRMtoVRChat converter, but I'm really new to avatar in VRC (first time) I get a lot of errors that I don't understand

tall dock
#

you are my saviour

junior void
#

errors would be red

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no need to worry

void pendant
#

i have no idea what these things are🫠

tall dock
tall dock
#

For some avatars the part that says "overall performance" will be red but that's not an error, just kind of quality control

junior void
#

the only thing i see concerning is if a full body user uses your avi, the hip will flip upside down

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its exactly 180° the wrong orientation for vrchat standards

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but outside of full body tracking it wont cause issues by itself

void pendant
#

i'm making it for quest

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and my computer isn't vr ready

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how do i delete skinned mesh renderers

tall dock
#

Auto-quest making

junior void
#

skinned mesh renderers are the objects that you see, so like your body or hair

void pendant
#

ok

junior void
#

its better to merge them to one rather than delete them

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or do you want to delete your hair

void pendant
#

no

junior void
#

ok then that needs donein blender

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you cannot merge meshes in unity

wanton cedar
void pendant
#

it was made in Vroid

tall dock
junior void
#

vrchat avatars are fbx models that are edited in blender or maya (paid)

wanton cedar
tall dock
void pendant
wanton cedar
tall dock
#

I just trying to find friends damn ratl

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If not it's no biggie

wanton cedar
#

i just wanted to make sure you werent a minor, im 21 😂

tall dock
#

Thanks for the help tho! I really aprecciate it

junior void
tall dock
#

Sometimes I do the same

wanton cedar
#

there you go

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bro why did discord turn my notifs on

tall dock
wanton cedar
#

im not going to be super talkative so if you need my attention just send a gif or something

vernal hedge
#

Hi hi!!! I was wondering if anyone could tell me why this is happening? My friend told me it has been happening possibly bc of an update but - I really dont wanna have to start over. Also streaming mini maps was fixed.

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The blue print also was cleared aswell.

tall dock
#

I am talkative sometimes so, friendship complement hahah

tall dock
#

Also, no work work

wanton cedar
#

NO MY gif

wanton cedar
#

what does it look like without the texture

tall dock
#

really smooth

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XD

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Idk why it does that

wanton cedar
#

vrcRat weird

tall dock
#

It's only with the face, not the body nor tail

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Im confuzzled

wanton cedar
#

Apply a solid fill layer with no material. Does the issue persist?

junior void
#

a fill layer

wanton cedar
#

it should be the bucket symbol

tall dock
#

i clicked it

junior void
#

set the color to something you can see easily

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like not white

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and observe if the roughness comes back or not

void pendant
#

how do I remove material slots

junior void
#

i assume it wont and that you used a smart material before

void pendant
junior void
#

a rather advanced thing to do

void pendant
#

i have 2 things i need to do and i have no idea how

tall dock
junior void
#

see if there are any baked mesh maps assigned

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and also please show us the layer hierarchy

junior void
tall dock
#

But how do I know if they're assigned

junior void
#

so what is the alien skin one

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click the eye and see if it goes away

tall dock
#

When I hide it yes it does go away

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But those symbols only happen to the face, not the body

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Idk why

junior void
#

so now you know what causes it

wanton cedar
#

magic ig

junior void
#

open the folder of it

tall dock
wanton cedar
#

are we gonna disable things one by one?

junior void
#

to find which layer it is

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thats a good idea yes

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and then it will likely be in the settings of that layer as normal

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something like "normal strength" slider or similar

tall dock
#

Material mode it's set as fabric_silk

void pendant
#

guys how do i put a vrm file into blender

junior void
solemn drum
#

i have a humanoid model that i use for multiple avatars but for some reaosn gogo makes the neck broken on some of them but not others. any idea why this would happen?

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its like it will make the neck go way off to the side of the head

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ok it seems to happen without gogo actually but i still dont get why cuz both models use the same skeliton

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so idk why they hav diffrent neck movments

junior void
#

share pictures of your avatar with the armature visible and the issue youre describing?

graceful latch
#

Does anyone know why, when in play mode, bone position/rotation changes from default? I've already applied transforms in blender and it didn't fix the issue. This is affecting my eye bones so it's pretty integral to my avi ;-; Thank you in advance for any help!!

junior void
graceful latch
graceful latch
solemn drum
#

ok i think the issue is that i had a extra boon next to the root bone that i use for a pet follower

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and for some reaosn that bone makes the next movements all messed up

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i guess i need to make this bone be located somwhere else

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since that bone will have a oparent constriant that makes it independant of its actual parent boens transform i guess it doesnt mater where i put it

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as long as i put it somwhere where it will not mess up the neck

junior void
#

its more likely that your humanoid rig setup uses that bone as hip or root bone while it shouldnt

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have you checked your rig setup in unity

solemn drum
#

another thing that tells me somthing is wrong is the torso collider on the rig with that extra bone by the root causes the collider to be super long

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like the torsos capsul will go all the way down to the feet

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but then when i make a version that doesnt have that pet follower bone it auto genorates correctly

junior void
#

dont rely on auto generation

solemn drum
#

thats the default option that the sdk has for the hand head and torso colliders for avatar interactions

junior void
#

its based on the rig

solemn drum
#

ye it genorates fine for every rig execpt the one that also has the neck issue

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so i guess the pet follower bone is messing up the rig and making it think the root bone is somwhere else

junior void
#

i will repeat myself

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for this messed up avatar

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have you gone into the rig tab and correctly assigned the bones in the mapping window

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you can assign them yourself, you dont need to rely on how unity puts them

solemn drum
#

oh looks like the hip bone was changed to the root bone

junior void
#

exactly what i meant

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so assign the correct bone and see if that fixes it

solemn drum
#

looks like it worked if i set the colliders back to automatic in the avatar descriptor the torso is no longer super elongated

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it generates like all the other armatures do

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that fixed the neck issue too

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thanks for the help

drifting lark
#

Can somebody help me out with sm, i bought some avi's bc yeah and i wanted to upload them myself but i cant seem to install unity or anything so i just need advice or a solution

junior void
#

Share the actual problem. "I cant install unity" could be anything between here and the moon

dusk falcon
#

I downloaded a mmd file from deviant art

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And it says it’s a RAR file ughhhhh

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I wanna do the blender conversion thing

dull sable
#

Still need help. The first image is the original that worked without a second dress and as a bool but the second image is what i need to stay (as the toggles work) but to work like the first one with the parameter driver

craggy widget
#

Hi!! so I'm trying to figure out how to atlas my textures using cats. it seemed to work fine, I checked the UV layout over the textures and everything and it all seems to be in place for blender. however, in unity it slaps random textures onto the model portions I am trying to apply it too. how do I fix this? ( I have attached the blender look, the uv layout, and the unity appearance.)

dusk falcon
#

Why texture not go on da fox boi ?

ornate stump
dusk falcon
#

It’s a mmd model from deviant art

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I’m using the cats blender plug in the fan made version

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Can I dm you ?

ornate stump
ornate stump
dusk falcon
#

Ok !

dark frigate
#

ive been unable to get vrc creator companion to open a project, everytime i try to it opens this location in file explorer.

ornate stump
dark frigate
ornate stump